﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.PassType
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System;

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>Shader pass type for Unity's lighting pipeline.</para>
  /// </summary>
  public enum PassType
  {
    /// <summary>
    ///   <para>Regular shader pass that does not interact with lighting.</para>
    /// </summary>
    Normal = 0,
    /// <summary>
    ///   <para>Legacy vertex-lit shader pass.</para>
    /// </summary>
    Vertex = 1,
    /// <summary>
    ///   <para>Legacy vertex-lit shader pass, with mobile lightmaps.</para>
    /// </summary>
    VertexLM = 2,
    /// <summary>
    ///   <para>Legacy vertex-lit shader pass, with desktop (RGBM) lightmaps.</para>
    /// </summary>
    [Obsolete("VertexLMRGBM PassType is obsolete. Please use VertexLM PassType together with DecodeLightmap shader function.")] VertexLMRGBM = 3,
    /// <summary>
    ///   <para>Forward rendering base pass.</para>
    /// </summary>
    ForwardBase = 4,
    /// <summary>
    ///   <para>Forward rendering additive pixel light pass.</para>
    /// </summary>
    ForwardAdd = 5,
    /// <summary>
    ///   <para>Legacy deferred lighting (light pre-pass) base pass.</para>
    /// </summary>
    LightPrePassBase = 6,
    /// <summary>
    ///   <para>Legacy deferred lighting (light pre-pass) final pass.</para>
    /// </summary>
    LightPrePassFinal = 7,
    /// <summary>
    ///   <para>Shadow caster &amp; depth texure shader pass.</para>
    /// </summary>
    ShadowCaster = 8,
    /// <summary>
    ///   <para>Deferred Shading shader pass.</para>
    /// </summary>
    Deferred = 10, // 0x0000000A
    /// <summary>
    ///   <para>Shader pass used to generate the albedo and emissive values used as input to lightmapping.</para>
    /// </summary>
    Meta = 11, // 0x0000000B
    /// <summary>
    ///   <para>Motion vector render pass.</para>
    /// </summary>
    MotionVectors = 12, // 0x0000000C
    /// <summary>
    ///   <para>Custom scriptable pipeline.</para>
    /// </summary>
    ScriptableRenderPipeline = 13, // 0x0000000D
    /// <summary>
    ///   <para>Custom scriptable pipeline when lightmode is set to default unlit or no light mode is set.</para>
    /// </summary>
    ScriptableRenderPipelineDefaultUnlit = 14, // 0x0000000E
    /// <summary>
    ///   <para>Grab Pass. Use this when you want to detect the type of the Grab Pass compared to other passes using the Normal type. Otherwise use Normal.</para>
    /// </summary>
    GrabPass = 15, // 0x0000000F
  }
}
